#version 330 core

layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aNormal;
layout(location=2) in vec2 aTexCoord;

out vec3 worldNormal;
out vec3 worldPos;
out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 modelNormal;


void main(){
    // 此时已经将坐标归一化到了立方体
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
    worldPos = vec3(model * vec4(aPos, 1.0f));
    // worldNormal = mat3(transpose(inverse(model))) * aNormal;
    worldNormal = mat3(modelNormal) * aNormal;
    TexCoord = aTexCoord;
}